MAC-01 Indonesia

Turn 53, 1880 BC: Load the save and have another quick look. One thing I do decide to change is move the worker sitting on the stone to the marble. I'm thinking it would be best to improve the marble for the +4 :) before improving the stone. Cupertino grows in 4 turns and will be at our happiness limit at that point, so I'd rather do the marble before the stone.

Turn 54, 1840 BC: We are able to start a pantheon. I look at it for a while and considering our current predicament, I finally decide to go with 'God of the Seas'. I've never chosen this one before but with only three cities and 8 sites to use fishing boats on, it seems like a fairly good one. Our Trireme I send back towards home for now.

IBT: Maria enters the Classical Age and we learn Masonry.

Turn 55, 1800 BC: Our scout pops a goody hut for 20 :culture:. The worker begins improving the marble and we start researching Bronze Working (8 turns).

Turn 57, 1720 BC: Cupertino grows to a population of 6.

IBT: Isabella enters the Classical Age.

Turn 58, 1680 BC: The other worker finishes his farm, so I send him to the stone. Our scout meets the Ottomans who don't have Writing yet.

Tur 59, 1640 BC: Cupertino Library -> Settler (11 turns).

Turn 60, 1600 BC: Worker arrives at the stone and starts to improve it.

Turn 61, 1560 BC: We complete Bronze Working, but unfortunately there's no iron in sight. We start research on Archery.

I stop at turn 63 with the following thoughts...

Research: We're one turn short of learning Archery. After that I'm inclined to go for Calendar so we can improve the dyes (2 sources) and the cotton. After Calendar I'm considering The Wheel before going for Philosophy. I state why in the next section.

2nd City: 1NW of the scout. That's three tiles of road, so even with our capital being at size 6 and the new city being at size 1 we'd still earn 0.2 :gold:/turn. It isn't much and at first we'll lose gold while building the road, but at the same time our workers are going to run out of things to do very quickly.

3rd City: Either 1E of the warrior standing on the cow or on the cow to grab that fish three hexes W. I hate to lose the cow, but the improved fish would provide a lot more food then the improved cow.

Scout & Trireme: Our Trireme has reached the hexes just south of our western mountain range, so hopefully the next player can scout the northern coast. Our scout found the northern tundra and it seems like the Ottomans are having quite a few issues with the barbs. I tried to explore the tundra some, but too many barbs, so the scout turned back south and is currently following the Ottomans western border.

Sorry about the lack of screenshots.

Roster:
Methos
dojoboy <- Up!
2cool4civ MIA
EricTheGreat12 skipped
 

Attachments

Research: We're one turn short of learning Archery. After that I'm inclined to go for Calendar so we can improve the dyes (2 sources) and the cotton. After Calendar I'm considering The Wheel before going for Philosophy. I state why in the next section.

I agree with Calendar. Given our situation, I can't argue against The Wheel.

Next build? Granary, Lighthouse, Trireme, or a second scout to embark? With our western region blocked, a second trireme probably isn't necessary atm. A granary probably makes more sense, since we can put extra food to use. With our scout wondering to our north, a second scout discovering lands to our east might be a good idea.

I'll grab Landed Elite in 5 turns.

City placement recs look good.
 
Next build?

After the settler I'd suggest a work boat for the clams. It'll provide extra food and production (God of the Seas) for our second city and extra happiness.

Granary, Lighthouse, Trireme, or a second scout to embark? With our western region blocked, a second trireme probably isn't necessary atm. A granary probably makes more sense, since we can put extra food to use.

Agree on not needing the second trireme for exploring. The only reason I can see wanting one is to protect our coastal resources. How soon should we build our third city? Should we slip a granary or anything else in before the next settler?

With our scout wondering to our north, a second scout discovering lands to our east might be a good idea.

Is this a mis-type? We currently know of no way to explore lands to the east until we're able to embark across oceans.

City placement recs look good.

What our your thoughts on settling on the cow? Is it worth it so that we can grab that other fish inside our 3rd ring?
 
After the settler I'd suggest a work boat for the clams. It'll provide extra food and production (God of the Seas) for our second city and extra happiness.

Got it.

Agree on not needing the second trireme for exploring. The only reason I can see wanting one is to protect our coastal resources. How soon should we build our third city? Should we slip a granary or anything else in before the next settler?

I think fairly soon, but I'd like to plant it on another landmass. That is probably influenced more so by my personal games, as I only establish 4 cities of my own. Not a strong feeling at all. just commenting. Let's slip in the granary then settler.


Is this a mis-type? We currently know of no way to explore lands to the east until we're able to embark across oceans.

No, just musing really. If land is discovered, we could use the scout we have to the north.

What our your thoughts on settling on the cow? Is it worth it so that we can grab that other fish inside our 3rd ring?

I always worry about the AI out producing me, so I'd use the cows hammer (once improved). I've been trying to ignore this tendency of mine and grow as fast as possible in the early game for the bonuses down the road.

I'll play my turnset tonight.
 
I always worry about the AI out producing me, so I'd use the cows hammer (once improved). I've been trying to ignore this tendency of mine and grow as fast as possible in the early game for the bonuses down the road.

I had considered that as well, but if you look at the map there's a CS close by, so I don't believe the AI would build a city between the mountain range and CS, which means that we shouldn't have to worry about it. Still not sure its worth it, but something to consider.

I also like to play four cities, but I hate not to use the land we got. We can fit three cities here and it'll get the Cotton plus more coastal resources for our pantheon, so I hate not to do it.
 
IBT - decline Maria's request to DOW Isabella.

1 - 1440 BC - 64

- Archery researched, set to Calendar (5 turns)

2 - 1400 BC - 65

- scouting

IBT -> Accepted DoF w/ Maria I

3 - 1360 BC - 66

- scouting

4 - 1320 BC - 67

- SP obtained, selected Landed Elite (next SP in 37 turns)

5 - 1280 BC - 68

- scouting (spot ruins NE of Cupertino across the sea)

6 - 1240 BC - 69

- Calendar researched, set to The Wheel (must research Animal Husbandry first; 2 turns.
- discovered 2nd ruins
- met Hong Kong (+30 :c5gold: ) ~ likely no AI to our near eastern region.
- Settler built, set to Work Boat (4 turns)

7 - 1200 BC - 70

- explored ruins (crude map)
- worker begins improving Dyes

8 - 1160 BC - 71

- Animal Husbandry researched, queued for The Wheel (5 turns)
- barb archer seen on ruins on peninsula to our NE
- explored ruins (+1 pop in Cupertino)
- Mavericks founded, build set to Archer

9 - 1120 BC - 72

- scouting

10 - 1080 BC - 73

- Scout discovered ruins due West 1 tile.
- Work Boat built, set to ?? (up for discussion; granary or settler?)

Recap

- 193 :c5gold: in treasury, losing 1 :c5gold: per turn
- Worker in Cupertino can improve cows 1NW of Cupertino
- The Wheel researched in 3 turns
- Next SP in 24 turns
 

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Wow! You really opened up the map! I would not have thought that coastal "road" would have extending to another landmass. Too bad it wasn't a different continent.

Cupertino:
  • What about Stone Works? It would take 3 turns to build and grant +1 :hammers: on both the marble and stone.
  • Another option would be a work boat for the fish. We'd gain more food and +1 :hammers: from out pantheon.
  • A granary would earn us +2 :food: and the ability to send :food: caravans out of it, though in all honesty I'd rather send food caravans to Cupertino if possible.
  • We also need that other settler out and due to the excess :hammers: we seem to have I'm wondering if it would be wisest to build a settler now. It would currently only take 6 turns.

Mavericks:
Once the work boat casts his nets on the clams I'll switch the citizen to that tile to speed up growth.

The worker in Cupertino I'm inclined to send him to Mavericks to improve the sheep instead and let the one on the dyes improve the cow when he's done. Still not sure yet.

My question regarding where to settle the third city just took a different turn. We now can either settle on the cow and get the horse and fish, or settle on the horse and only get the cow. I guess we could settle one tile inland, but then it wouldn't be coastal and we'd overlap quite a bit.

After the scout pops the goody hut I'm thinking it would be best to cross the coast westward and scout that direction.

What are your thoughts on research? Normally I'd beeline to Education, but is that our best option here? Not sure at the moment.
 
guys, I know that both are cities are busy with production, but from my experience I know that the AI has probably started building wonders and that we're running out of time.

BTW, are any of you guys warmongers? I was thinking that if you were, we could start researching Bronze working or go towards Mathematics for the courthouse and catapult
 
guys, I know that both are cities are busy with production, but from my experience I know that the AI has probably started building wonders and that we're running out of time.

I don't personally start on GW's until I've 3 cities, unless I gain a Great Engineer through one of the game's features. That said, I don't play on Emperor, yet, and we could waste a number of turns trying to beat the AI to GW's only to lose the race.
 
Cupertino:
  • What about Stone Works? It would take 3 turns to build and grant +1 :hammers: on both the marble and stone.
  • Another option would be a work boat for the fish. We'd gain more food and +1 :hammers: from out pantheon.
  • A granary would earn us +2 :food: and the ability to send :food: caravans out of it, though in all honesty I'd rather send food caravans to Cupertino if possible.
  • We also need that other settler out and due to the excess :hammers: we seem to have I'm wondering if it would be wisest to build a settler now. It would currently only take 6 turns.

What about Caravan, then Stone Works? The Caravan atm is 1 turn more than a granary, then we build Stone Works before another Settler. Or, Settler then Stone Works. Would the Caravan, once transferred to Mavericks, help us grow faster than a granary for now? I'd still like to have that Granary up, especially with having a steady food delivery coming in from Mavericks.

Mavericks:
Once the work boat casts his nets on the clams I'll switch the citizen to that tile to speed up growth.

:thumbsup:

The worker in Cupertino I'm inclined to send him to Mavericks to improve the sheep instead and let the one on the dyes improve the cow when he's done. Still not sure yet.

The Worker improving the Dyes has 4 more turns, if that makes a difference. It's going to take 4 turns to get to Mavericks's Sheep, 5 turns to start improving. The worker on the Dye can start the Sheep in 4 turns. Ah hell, I'm confused now. :)

My question regarding where to settle the third city just took a different turn. We now can either settle on the cow and get the horse and fish, or settle on the horse and only get the cow. I guess we could settle one tile inland, but then it wouldn't be coastal and we'd overlap quite a bit.

Settle on the Cow. We can get all 3 Fish from that placement. I'm wondering where we're going to build #4. We've not found a suitable second landmass to exploit our Civ bonus. Or, we just plan to build a 5th and possibly 6th. ::cringe::

After the scout pops the goody hut I'm thinking it would be best to cross the coast westward and scout that direction.

:thumbsup:

What are your thoughts on research? Normally I'd beeline to Education, but is that our best option here? Not sure at the moment.

Currency is my only hesitation regarding a beeline to Education. We've only 1 :c5citystate: plus Edirne within trading distance. And, we'd need at least 1-2 Triremes to protect the Cargo Ships. Monarchy is going to give a :c5gold: per turn bump, but maintenance is going to start creeping up on us. The only thing is Mathematics isn't going to do us any good atm. Additionally, we're going to need to build 2 more Libraries before we can build the National College (Philosophy). I guess that's where we need to go, or hit Currency first, start a Market, then get Philosophy and build the Library where we have the Market. We can already have a Library in Mavericks by that point. ??? Just thinking of :c5gold: per turn. Of course, meeting more :c5citystate: will help. That Scout heading west is important to us.
 
I apologize, last night I didn't get home until late and went straight to bed.

What about Caravan, then Stone Works? The Caravan atm is 1 turn more than a granary, then we build Stone Works before another Settler. Or, Settler then Stone Works. Would the Caravan, once transferred to Mavericks, help us grow faster than a granary for now? I'd still like to have that Granary up, especially with having a steady food delivery coming in from Mavericks.

If I remember correctly caravans were greyed out. I believe it was because we currently have no viable trade routes. Cargo ships were available. Note, we need to build a granary in the city where the :food: caravan is coming from, so depending on whether we want to send a food caravan to Cupertino or Mavericks determines where the granary goes.

The Worker improving the Dyes has 4 more turns, if that makes a difference. It's going to take 4 turns to get to Mavericks's Sheep, 5 turns to start improving. The worker on the Dye can start the Sheep in 4 turns. Ah hell, I'm confused now. :)

I see your point. I guess it all depends on which city we want to get going first.

Settle on the Cow. We can get all 3 Fish from that placement. I'm wondering where we're going to build #4. We've not found a suitable second landmass to exploit our Civ bonus. Or, we just plan to build a 5th and possibly 6th. ::cringe::

From looking at the coverage of the other cities it does appear like settling on the cow is our best option. I believe it's Astronomy before we can sail across the oceans and it doesn't look like we're going to find another continent until then, though I guess it is possible.

Currency is my only hesitation regarding a beeline to Education. We've only 1 :c5citystate: plus Edirne within trading distance. And, we'd need at least 1-2 Triremes to protect the Cargo Ships. Monarchy is going to give a :c5gold: per turn bump, but maintenance is going to start creeping up on us. The only thing is Mathematics isn't going to do us any good atm. Additionally, we're going to need to build 2 more Libraries before we can build the National College (Philosophy). I guess that's where we need to go, or hit Currency first, start a Market, then get Philosophy and build the Library where we have the Market. We can already have a Library in Mavericks by that point. ??? Just thinking of :c5gold: per turn. Of course, meeting more :c5citystate: will help. That Scout heading west is important to us.

Agree here too. :hmm: I haven't looked at the save, so not sure how long it would take to research up to Currency, but a strong economy would definitely be beneficial.

Originally I had said I'd play next, but I wasn't for sure if Eric was coming back. Technically it is your turn Eric, so if you want to play just let us know.
 
guys, I know that both are cities are busy with production, but from my experience I know that the AI has probably started building wonders and that we're running out of time.

I don't personally start on GW's until I've 3 cities, unless I gain a Great Engineer through one of the game's features. That said, I don't play on Emperor, yet, and we could waste a number of turns trying to beat the AI to GW's only to lose the race.

I've found its best not to go for early great wonders on Emperor unless I feel like I'm the first to reach that tech compared to the other AI. Plus, this early in the game it takes so many turns to go for it if I get beat to the wonder then I've just wasted twenty to thirty turns. I think my first Emperor game I had one turn left before completed the Great Library would someone else finished it.

So at this point personally I'd rather get these cities up and running and then grab some wonders later.
 
I've found its best not to go for early great wonders on Emperor unless I feel like I'm the first to reach that tech compared to the other AI. Plus, this early in the game it takes so many turns to go for it if I get beat to the wonder then I've just wasted twenty to thirty turns. I think my first Emperor game I had one turn left before completed the Great Library would someone else finished it.

So at this point personally I'd rather get these cities up and running and then grab some wonders later.
What do you consider as :'later' ?
 
@EricTheGreat12 Do you even read this thread? The WB that dojoboy built was to go to the clams that would both earn us an additional +4 :), +1 :gold:, and allow Mavericks to grow faster. Instead you used it for the fish in Cupertino and yet Cupertino isn't even working that tile?

Why is Cupertino building a lighthouse? In the previous discussion in the thread I don't recall ever discussing lighthouses as even an option. Stone Works yes with our third settler afterwards, or vice versa.

My problem is that it doesn't appear your even reading the discussions, let alone participating in them. The idea behind this is for us all to play as a team. Participate in the discussions and feel free to disagree with us. The idea is for us to learn from each other. Instead it looks like your just grabbing the save when its your turn and playing it however you want.

Secondly, never automate units. Both the trireme and archer/scout are automated, which doesn't do us any good.

One final thing, when you save the game please save it under whatever turn its actually on, rather then the same name you got it as. It makes it confusing when we see it attached in your post. Plus please provide a log of what you did during your turnset.

I remember the first time you attached a save with the same name I couldn't find the save. I have a Hazel rule that auto grabs civ 5 save files from my downloads folder and moves them to the saves folder. Since it already existed, it added a -1 to the end of the extension, which caused it not to show as a valid save. Had me confused for a while.
 
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